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SexoutBreeder [V8.4] ZOMG an update edition. Titus Riverside Bugfix.


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Posted

 

 

I'll run through all the deathclaw stuff today. It's been a while and I haven't checked anything riverside up since breeder was updated to the newest version of pregnancy. Could you open up your package manager and tell me what versions of the required mods you're using? Good that you disabled everything else though.

 

SCR 20130328_2e1 Version 1.0

SCR Data 20130315_2e1 Version 1.0

PregnancyV3 20130325_2e1 Version 1.0

Pregnancy Data 20130313_2e1 Version 1.0

I wsn't aware I released a 20130313 version of the PregnancyDataPack, it should be version 20130315.1

You are correct, sorry about that, just a mistype that I didn't catch. <_>

 

I really enjoyed the Deathclaw Episode, it was quite fun taking over a town and expanding territory.  I'd love to be able to take over other towns and maybe even mutate other npc's/companions.

 

Is there a Brahmin/cow mutation?  I thought I saw a posted picture of a mutation with cow ears and a cow tail.

Posted

Ooh, here's a completely nonsensical lore prompt for the acid bit;

 

Upon waking from your chemicaly induced sleep you notice a small orrifice in the palm of your hand?, but just as the darker corners of your mind start spinning up what appears to be some kind of acidic fluid begins to ooze out of it, "Hmm" you say thinking of the oppertunities both lost and gained involved in having an an acid filled hand hole...      

 

:)

Posted

Alright here's one;

Short and sweet.

I'm assuming these will pop up as soon as you get out of the pod?

Prompt

--Upon waking you discover a small mark has formed on the palm of your hand, upon further examination you discover you can secrete some kind of highly acidic fluid from it, by flexing various muscles in your arm you discover you can propel said fluid quite a distance. This will definitely come in handy.--

 

What do you think?

 

The logic being if not the whole assembly than at least the storage sac for the acid is in the arm.

Posted

Alright here's one;

Short and sweet.

I'm assuming these will pop up as soon as you get out of the pod?

Prompt

--Upon waking you discover a small mark has formed on the palm of your hand, upon further examination you discover you can secrete some kind of highly acidic fluid from it, by flexing various muscles in your arm you discover you can propel said fluid quite a distance. This will definitely come in handy.--

 

What do you think?

 

The logic being if not the whole assembly than at least the storage sac for the acid is in the arm.

that makes sense and the thing that actually does the firing is in the hand.

good idea

Posted

 

Upon waking from your chemicaly induced sleep  you discover a small mark has formed on the palm of your hand. Upon further examination you find you can secrete some sort of highly acidic fluid from it by flexing various muscles in your arm. Though it doesn't appear to be affecting your skin in anyway. You must have developed a tiny glad somewhere in your arm. Unfortunately for your enemies, if you flex and throw your arm forward at the same time you could propel this acid a great distance.
 
This will definitely come in handy.

Sweeet... :D

Posted

Deathclaw stuff is some of my favorite content. Coyote/wolf stuff has some warm and fuzzy stuff in it too that makes it runner up in my book.

 

I'm not about to start coding it anytime soon, but when I feel like it, Female Magnus deathclaws are gonna be human looking with mutations, males will look like Titus. I want to do something where after a while the magnus ones break off, and there's a little quest to set them up in Nipton. Also I want to add a few egg nests scattered around the mojave. If you deposit 10 eggs or so into the nest they hatch and sorta claim that area for the deathclaws.

 

The cow mutations in the datapack but it isn't used in the game anywhere yet. Farm stuff is next after ants.

 

I figured that might be the case. Deathclaw episode was pretty detailed, didn't think it was going to get much work in the immediate future. But those plans sound pretty interesting even if they are down the road. 

 

I love most of the episodes, and I look forward to see what you have in store for the Farm episode. I have no modding talent, so I appreciate you folks who are willing to volunteer your free time to work on awesome things like this mod.

Posted

Is there any, requirements we should keep in mind for the next update, so that we can still continue with our current playthrough in the current Breeder V6.1 ?

 

for example like last time :D "not more than 6 workers..etc"

Posted

So far when I try to equip some things with the Deathclaw mutations it comes unequipped, and the clothing register seems to work fine to allowing me to wear whatever I register.

Posted

Does the productive state work? or is that still in development?

and at what number of workers should we make our safe for the next update save?

Oh and once you open the production chambers soldiers no longer show up on the to mutate list.

Oh and based on my spreed sheets calculations i appear to have more food according to the in game  stats than what my spread sheet says, does food stock up when it is not eaten?

Oh and it says i have three ant gaurds I only see two...one of them is stuck in the wall

Nvm he unstuck himself after i left the next and reentered

Only counted 7 scouts but I lost one gaurd and once scout to an attack but I did make another of each but it still only shows 7 and 2 maybe its because they died that they are not showing up.

Posted

goddamnit i love all the updates but if i have to upgrade twice a day ill never get to play all the new stuff lol.

Posted

Ok but I can't make anymore workers says i need more foragers but i can't make anymore of them either and can't make any soldiers period after i unlocked the production chamber

and about the scouts yes one did die had an attack but i made another one but I still only see 7 outside just wanted to mention it

same thing for my gaurds one died and i made another but still only see 2 gaurding the entrance

I maxed out at 17 foragers before I made my 14th worker and was not able to make anymore foragers after they expanded on the tunnels

Posted

I'm having the same issue with being able to make more workers, some died in an attack but can't make more. says I need more foragers/overlords. I seem to be maxed on foragers and it looks like overlords haven't been implemented yet.  Acid works pretty good, I like the animation for it.  Howl works, brings two coyote hunters.  Love the sound addition, I was really hoping for it

Posted

Looks like I hard capped it at 17 foragers a while back. Not sure why I did that. I'll remove it for now.

 

Not sure why some of your guards/scouts wouldn't show up but others would. I'd bet they're there you're just not seeing them. They can wander a good distance.

I think it is because they were killed and then made again? that might have something to do with it? because i lost one scout and one gaurd i have max of both but visually one less of each

Posted

And should i not have any soldier ants for my update safe save? this is my last question i promise  :)

Also calculated it out the game says i have 16 more food than I should have.

17 Foragers =+204

13 workers = -73 actually is 65

3 attendants = -18 actually is 15

4 scouts = -16

that means i have 92 available game says i have 108

Posted

K and i think i figured out the food problem t it seems that queen attendants produce food not consume i started killing my ants them first because they were nearby and instead of my food going up it went down 6 with each one dead

Posted

ah okay so its the errors to lead to food going down when they die rather than up

and the role menu says that workers cost 6 food a day rather than 5 

and thank you  :) now my spreed sheet and my game match up

Posted

is there some sort of hint, where i missed in this thread for the Ant Episode .. (after the 10 Royal Nectar, 1 from the dead queen) i was left with a drone and was raped by it..  

1) i didn't knew what to do next.. :o so i ate all the Ant eggs.

edit: saw the note.. :o how many eggs do i need to "give birth to" ... how long does it need to hatch?

Posted

It tells you what to do, after you get fertilized by the ant drone, you can place your eggs in the nest, that is located in this room. Once you make 7 workers a new room/tunnel will open up, explore that room for hints on how to get farther in the quest. 

 

Also user29, the acid weapon does not work with VATS. 

 

Also for some reason glowing ones did not die to the Acid weapon. 

 

Also on rare occasion the egg can get stuck in the nest and will not hatch. 

 

To do this, you have to time it so the player goes into her masturbation pose when a selected ant type is selected, while almost at the same time have the drone come up to the player and initializes breeding/sex.  When the drone finishes the player will notice the egg with never hatch, nor will the player get a chance to re fret the egg the game will simply think the egg is already mutating but is not, (even after 48 in-game hours have passed). 

Posted

I'm having trouble getting the Ant episode to work.  I just updated Sexout, SCR, Pregnancy and Breeder, then went to go try out the Ants, but it stops after the 2nd blackout.  I'm stuck in a room with an ant that only wanders around doing nothing else.

Oh, and apparently he got my character pregnant without touching me.

Posted

I'm having trouble getting the Ant episode to work.  I just updated Sexout, SCR, Pregnancy and Breeder, then went to go try out the Ants, but it stops after the 2nd blackout.  I'm stuck in a room with an ant that only wanders around doing nothing else.

 

Oh, and apparently he got my character pregnant without touching me.

Sounds like a script got broken, have you tried reloading an older save?

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